public async Task <IActionResult> Edit(int id, [Bind("ItemID,ItemTypeID,ItemName")] Item item) { if (id != item.ItemID) { return(NotFound()); } if (ModelState.IsValid) { try { _context.Update(item); await _context.SaveChangesAsync(); } catch (DbUpdateConcurrencyException) { if (!ItemExists(item.ItemID)) { return(NotFound()); } else { throw; } } return(RedirectToAction(nameof(Index))); } return(View(item)); }
public async Task <IActionResult> Edit(int id, [Bind("AccessPointID,From,To,Description")] AccessPoint accessPoint) { if (id != accessPoint.AccessPointID) { return(NotFound()); } if (ModelState.IsValid) { try { _context.Update(accessPoint); await _context.SaveChangesAsync(); } catch (DbUpdateConcurrencyException) { if (!AccessPointExists(accessPoint.AccessPointID)) { return(NotFound()); } else { throw; } } return(RedirectToAction(nameof(Index))); } return(View(accessPoint)); }
public async Task <IActionResult> Edit(int id, [Bind("UserID,Name,Screen,Level,Experience,Health")] User user) { if (id != user.UserID) { return(NotFound()); } if (ModelState.IsValid) { try { _context.Update(user); await _context.SaveChangesAsync(); } catch (DbUpdateConcurrencyException) { if (!UserExists(user.UserID)) { return(NotFound()); } else { throw; } } return(RedirectToAction(nameof(Index))); } return(View(user)); }
public async Task <IActionResult> Edit(int id, [Bind("ScreenEnemyID,ScreenID,EnemyID,ScreenEnemyAction")] ScreenEnemy screenEnemy) { if (id != screenEnemy.ScreenEnemyID) { return(NotFound()); } if (ModelState.IsValid) { try { _context.Update(screenEnemy); await _context.SaveChangesAsync(); } catch (DbUpdateConcurrencyException) { if (!ScreenEnemyExists(screenEnemy.ScreenEnemyID)) { return(NotFound()); } else { throw; } } return(RedirectToAction(nameof(Index))); } return(View(screenEnemy)); }
public async Task <IActionResult> Edit(int id, [Bind("EnemyID,EnemyName,EnemyDescription,EnemyHealth,EnemyMultipler,EnemyDie,EnemyModifier,EnemyExperience")] Enemy enemy) { if (id != enemy.EnemyID) { return(NotFound()); } if (ModelState.IsValid) { try { _context.Update(enemy); await _context.SaveChangesAsync(); } catch (DbUpdateConcurrencyException) { if (!EnemyExists(enemy.EnemyID)) { return(NotFound()); } else { throw; } } return(RedirectToAction(nameof(Index))); } return(View(enemy)); }